| June 18, 2009 12:00 AM PDT | |
Introduction
Increasing processor speeds have led to the introduction of more complex algorithms that provide games with a more dynamic player environment, resulting in a decline in the use of vertex linear interpolation for animations. Additionally, vertex processing in hardware is increasingly minimizing the need for software interpolation. However, most users do not have hardware vertex processors, so it's important to optimize your software interpolation to support this gaming segment.
Furthermore, these optimization techniques apply equally to linear interpolation, which has many uses besides vertex interpolation.
The primary goal of this article is to introduce you to the worlds of SSE and assembly code and to provide you with the techniques to build your code for deployment on Intel's Pentium® III and Pentium® 4 processors.
Furthermore, these optimization techniques apply equally to linear interpolation, which has many uses besides vertex interpolation.
The primary goal of this article is to introduce you to the worlds of SSE and assembly code and to provide you with the techniques to build your code for deployment on Intel's Pentium® III and Pentium® 4 processors.
For more complete information about compiler optimizations, see our Optimization Notice.
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